Submission #9362: inconsistent's GBC Augury Red Code in 01:56.33

Game Boy Color
baseline
(Submitted: Augury Red Code.gbc )
BizHawk 2.9.1
6950 (cycle count 243954814)
59.745516643094405
2680
PowerOn
Synced on BizHawk 2.9.1 with Gambatte core.
			
Submitted by inconsistent on 10/27/2024 3:53 AM
Submission Comments
Augury Red Code is a short speedrun based puzzle platformer. You play as a female android called C-1 as you platform your way out of ALS Tech Facility. Open locked doors and eliminate monster creatures known as BUGS to pave your path to the exit with the lowest time possible. This is an improvement of 00:07.01 over my previous submission, due to various optimizations.

Game objectives

Improvements

These are comparisons to my previous submission. If I'm comparing to DrD2k9's userfile, then this submission improves their first 3 rooms by 63 frames (59, 2, 2).
RoomImprovement
Room 160
Room 234
Room 329
Room 424
Room 531
Room 627
Cutscene0
Room 729
Room 87
Room 9157
Room 1018
Room 113
Room 120
Room 130
Total419 (00:07.01)

Comments

General

C-1 uses a scythe as her weapon. She can attack with it when it's equipped, and throw it to be used as a platform. She cannot attack while the weapon is thrown, as she needs to recall it first to do so.
C-1 has a bug in her system that poorly detects when the scythe has been thrown, but cannot be recalled. This can be fixed by using the SYSTEM RESET function, resetting the room with the scythe in hand.

Movement, Glitches, and Tricks

C-1's speed instantly goes to 400 in 1 frame, and then increases by 300 each frame until it caps at 2500. However, when the scythe is thrown and stops moving, her speed cap increases to 3900. This speed cap is lowered again when the scythe returns to C-1. This is a 56% speed increase, so she tries to keep the scythe out for as long as possible.
The main glitch this run uses is the "early scythe stop". Normally, the scythe will only stop when it hits a wall or spikes. But she can stop it earlier by facing the opposite direction on a certain frame. This way she can get the speed boost without waiting for it to reach a wall. It's also useful to get the scythe's collision directly under her.
The bug that prevents the scythe from being thrown is avoided entirely by recalling it the frame that she enter a door transition. This 1-2 frame loss is better than the 36 extra frames needed to sysreset. It's better to do it this way than run into a door with it still on the wall. The game recalls it automatically, however there is extra wait time this way (and you might have to sysreset after entering the next room anyway).
Not all time save comes from better movement; certain rooms have RNG which can change which switch you need to hit to open the next door. In my previous submission, room 9's switch was on the far right, where here it's the closer computer. Room 4 gets the switch to the right, and room 6 gets the upper switch, which I'm pretty sure are the fastest choices.
Also the last room doesn't let you take out your scythe for some reason.

nymx: Claiming for judging.
nymx: Re-uploading to correct any cycle count problems.
nymx: I'm glad to see that you decided to give this game another try. The amount of cuts really shows and I can now say that it looks highly optimized.
Accepting!

despoa: Processing...
Last Edited by despoa 1 day ago
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